Making a pinball game for Playdate: Part 12, the bug hunt
Device crashes are one of the worst things about developing for the Playdate, I hope if you are ever in that situation, this helps.
Two friends making games by hand.
Device crashes are one of the worst things about developing for the Playdate, I hope if you are ever in that situation, this helps.
A pinball spinner behaves like a spring if you think about it.
Events and actions handle most of the logic of our pinball game
How do we show how many chances you have left?
How do we organize our game entities and their components.
What happened in the last six months?
Searching for a debugger on Linux
Learning how to use a profiler
2 Bits image formats.
2 Bits image formats.
How did we choose our first level editor for the game?
Let's talk about physics.
Welcome to this December adventure, where I will try to write about the process of our last game, Devils on the Moon pinball. Today I will talk about our choice of programming language for the game.
We are back working on Pullfrog! What happened?
Don salmon, a new platforming game made in Godot and a small update on Pullfrog
Last year we made the decision to take a break and focus on a spooky game around the spooky season.
After rewriting the physics system for the third time, it was time to start working on more fun stuff. The frog death system™.
A couple of things I would recommend when starting your first game on the Playdate.
There are many techniques that you can apply so that a platformer game feels good. One of those is corner correction.
Another Equally important decision, is choosing which poses you want to emphasize in order to get that reactive feeling when a character interacts with the world.
As stated on the previous post, updating all the pieces all the time was a bad idea. We needed to figure out a way to update only the ones that needed to be updated after another block got destroyed. The quick and dirty solution was to check all the pieces inside a bounding box on top of the piece that got destroyed.
So, a couple of months back, Mario and I were happily working away on The game, finding out the workflow and working out the kinks of developing for the PlayDate. We laid down the main mechanic, blocks were falling and colliding correctly the character was moving alright but we were doing everything on the simulator, NOT testing on the actual device. so when we decided to take it for a spin… it…
So towards the end of the year, Mario managed to get his hands on a Development console for the handheld "Playdate" and we decided to attempt do make a second version of Pullfrog, this time featuring a playful little crank and seemingly less restrictions except for the apparent ones like the black and white color of the screen. Oh the naivety.